Searched defs:colors (Results 26 - 50 of 207) sorted by relevance

123456789

/external/skia/src/core/
H A DSkColorTable.cpp16 void SkColorTable::init(const SkPMColor colors[], int count) { argument
22 memcpy(fColors, colors, count * sizeof(SkPMColor));
25 SkColorTable::SkColorTable(const SkPMColor colors[], int count) { argument
26 SkASSERT(0 == count || colors);
32 this->init(colors, count);
/external/skia/src/lazy/
H A DSkDiscardablePixelRef.cpp71 SkPMColor colors[256]; local
75 colors, &colorCount);
94 fCTable.reset(SkNEW_ARGS(SkColorTable, (colors, colorCount)));
/external/skia/src/opts/
H A DSkBitmapProcState_opts_arm.cpp24 uint16_t* SK_RESTRICT colors) SK_ATTRIBUTE_OPTIMIZE_O1;
28 int count, uint16_t* SK_RESTRICT colors) {
29 SkASSERT(count > 0 && colors != NULL);
47 sk_memset16(colors, dstValue, count);
95 "stmia %[colors]!, {r5, r6, r8, r10} \n\t" // store last 8 pixels
98 : [xx] "+r" (xx), [count8] "+r" (count8), [colors] "+r" (colors)
104 src = srcAddr[*xx++]; *colors++ = table[src];
113 SkPMColor* SK_RESTRICT colors) SK_ATTRIBUTE_OPTIMIZE_O1;
117 int count, SkPMColor* SK_RESTRICT colors) {
26 SI8_D16_nofilter_DX_arm(const SkBitmapProcState& s, const uint32_t* SK_RESTRICT xy, int count, uint16_t* SK_RESTRICT colors) argument
115 SI8_opaque_D32_nofilter_DX_arm(const SkBitmapProcState& s, const uint32_t* SK_RESTRICT xy, int count, SkPMColor* SK_RESTRICT colors) argument
[all...]
H A DSkPMFloat_neon.h48 inline void SkPMFloat::From4PMColors(const SkPMColor colors[4], argument
50 *a = FromPMColor(colors[0]);
51 *b = FromPMColor(colors[1]);
52 *c = FromPMColor(colors[2]);
53 *d = FromPMColor(colors[3]);
58 SkPMColor colors[4]) {
59 colors[0] = a.round();
60 colors[1] = b.round();
61 colors[2] = c.round();
62 colors[
56 RoundTo4PMColors( const SkPMFloat& a, const SkPMFloat& b, const SkPMFloat&c, const SkPMFloat& d, SkPMColor colors[4]) argument
65 RoundClampTo4PMColors( const SkPMFloat& a, const SkPMFloat& b, const SkPMFloat&c, const SkPMFloat& d, SkPMColor colors[4]) argument
[all...]
/external/skia/src/utils/
H A DSkMeshUtils.cpp90 const SkColor colors[], const SkPaint& paint) {
99 rows * cols, verts, idx.tex(), colors, NULL,
88 Draw(SkCanvas* canvas, const SkBitmap& bitmap, int rows, int cols, const SkPoint verts[], const SkColor colors[], const SkPaint& paint) argument
/external/fonttools/Lib/fontTools/pens/
H A DreportLabPen.py45 from reportlab.lib import colors namespace
56 pen = ReportLabPen(gs, Path(fillColor=colors.red, strokeWidth=5))
/external/fonttools/Tools/fontTools/pens/
H A DreportLabPen.py45 from reportlab.lib import colors namespace
56 pen = ReportLabPen(gs, Path(fillColor=colors.red, strokeWidth=5))
/external/skia/bench/
H A DColorCubeBench.cpp55 static const SkColor colors[] = { SK_ColorYELLOW, SK_ColorBLUE }; local
57 pts, colors, NULL, 2, SkShader::kRepeat_TileMode, 0, &SkMatrix::I());
H A DPMFloatBench.cpp44 SkPMColor colors[4]; variable
48 colors[i] = SkPreMultiplyColor(lcg_rand(&seed));
51 // But it's a lot faster not to, and this code won't really mind the non-PM colors.
53 colors[0] = seed + 0;
54 colors[1] = seed + 1;
55 colors[2] = seed + 2;
56 colors[3] = seed + 3;
61 SkPMFloat::From4PMColors(colors, &fa, &fb, &fc, &fd);
63 fa = SkPMFloat::FromPMColor(colors[0]);
64 fb = SkPMFloat::FromPMColor(colors[
[all...]
/external/skia/gm/
H A Dblurroundrect.cpp105 const SkColor colors[] = { SK_ColorRED, SK_ColorGREEN, }; local
117 colors, pos, SK_ARRAY_COUNT(colors), tm,
H A Dcircles.cpp68 SkColor colors[] = { SK_ColorBLUE, SK_ColorRED, SK_ColorGREEN }; local
72 colors,
74 SK_ARRAY_COUNT(colors),
H A Dfilltypespersp.cpp55 SkColor colors[] = {SK_ColorBLUE, SK_ColorRED, SK_ColorGREEN}; local
59 colors,
61 SK_ARRAY_COUNT(colors),
83 SkColor colors[] = {SK_ColorBLACK, SK_ColorCYAN, variable
89 colors,
91 SK_ARRAY_COUNT(colors),
H A Dglyph_pos_align.cpp37 const SkColor colors[] = { SK_ColorRED, SK_ColorGREEN, SK_ColorBLUE }; variable
39 SkAutoTUnref<SkShader> grad(SkGradientShader::CreateLinear(pts, colors, NULL,
40 SK_ARRAY_COUNT(colors),
H A Dgradtext.cpp15 SkColor colors[] = { SK_ColorRED, 0x0000FF00, SK_ColorBLUE }; local
17 return SkGradientShader::CreateLinear(pts, colors, NULL,
18 SK_ARRAY_COUNT(colors),
24 SkColor colors[] = { SK_ColorRED, SK_ColorGREEN, SK_ColorBLUE }; local
26 return SkGradientShader::CreateLinear(pts, colors, NULL,
27 SK_ARRAY_COUNT(colors),
32 SkColor colors[] = { SK_ColorGREEN, SK_ColorGREEN }; local
34 return SkGradientShader::CreateLinear(pts, colors, NULL, 2,
H A Dimagefiltersclipped.cpp50 SkColor colors[2]; local
51 colors[0] = SK_ColorWHITE;
52 colors[1] = SK_ColorBLACK;
54 SkGradientShader::CreateRadial(SkPoint::Make(x, y), radius, colors, NULL, 2,
H A Dmatrixconvolution.cpp38 SkColor colors[2] = { 0xFFFFFFFF, 0x40404040 }; local
41 pts, colors, pos, 2, SkShader::kClamp_TileMode))->unref();
H A Dovals.cpp247 SkColor colors[] = { SK_ColorBLUE, SK_ColorRED, SK_ColorGREEN }; variable
251 colors,
253 SK_ARRAY_COUNT(colors),
H A Dpatchgrid.cpp57 * This GM draws a grid of patches, it only uses colors so it could be considered a mesh gradient.
134 SkColor colors[4]; variable
135 colors[0] = cornerColors[i][j];
136 colors[1] = cornerColors[i][j + 1];
137 colors[3] = cornerColors[i + 1][j];
138 colors[2] = cornerColors[i + 1][j + 1];
140 grid.setPatch(j, i, points, colors, NULL);
H A Drects.cpp81 SkColor colors[] = { SK_ColorBLUE, SK_ColorRED, SK_ColorGREEN }; local
85 colors,
87 SK_ARRAY_COUNT(colors),
H A Dshaderbounds.cpp15 SkColor colors[2] = {SK_ColorRED, SK_ColorGREEN}; local
18 colors[0] = SK_ColorBLUE;
19 colors[1] = SK_ColorYELLOW;
21 return SkGradientShader::CreateLinear(pts, colors, NULL, 2,
H A Dsurface.cpp20 SkColor colors[] = { SkColorSetRGB(a, a, a), SkColorSetRGB(b, b, b) }; local
21 return SkGradientShader::CreateLinear(pts, colors, NULL, 2, SkShader::kClamp_TileMode);
H A Dvertices.cpp14 const SkColor colors[] = { local
20 return SkGradientShader::CreateLinear(pts, colors, NULL,
21 SK_ARRAY_COUNT(colors),
/external/skia/include/effects/
H A DSkGradientShader.h21 /** By default gradients will interpolate their colors in unpremul space
23 * gradients will premultiply their colors first, and then interpolate
36 @param colors The array[count] of colors, to be distributed between the two points
38 each corresponding color in the colors array. If this is NULL,
39 the the colors are distributed evenly between the start and end point.
42 @param count Must be >=2. The number of colors (and pos if not NULL) entries.
46 const SkColor colors[], const SkScalar pos[], int count,
51 const SkColor colors[], const SkScalar pos[], int count,
53 return CreateLinear(pts, colors, po
50 CreateLinear(const SkPoint pts[2], const SkColor colors[], const SkScalar pos[], int count, SkShader::TileMode mode) argument
77 CreateRadial(const SkPoint& center, SkScalar radius, const SkColor colors[], const SkScalar pos[], int count, SkShader::TileMode mode) argument
95 CreateTwoPointConical(const SkPoint& start, SkScalar startRadius, const SkPoint& end, SkScalar endRadius, const SkColor colors[], const SkScalar pos[], int count, SkShader::TileMode mode) argument
122 CreateSweep(SkScalar cx, SkScalar cy, const SkColor colors[], const SkScalar pos[], int count) argument
[all...]
/external/skia/samplecode/
H A DSampleDegenerateTwoPtRadials.cpp16 SkColor colors[] = { SK_ColorRED, SK_ColorGREEN, SK_ColorBLUE, SK_ColorMAGENTA }; local
30 SkShader* s = SkGradientShader::CreateTwoPointConical(c0, r0, c1, r1, colors,
H A DSampleEffects.cpp41 SkColor colors[] = { SK_ColorRED, COLOR, SK_ColorBLUE }; local
43 paint->setShader(SkGradientShader::CreateLinear(pts, colors, NULL, SK_ARRAY_COUNT(colors),

Completed in 347 milliseconds

123456789